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Official PlayStation Blog for news and video updates on PS4, PS3, PSN, PS Vita, PSPSat, 10 Dec 2016 03:42:37 +0000en-UShourly1https://wordpress.org/?v=4.5.3http://blog.us.playstation.com/wp-content/uploads/2016/04/cropped-PS-Bug-32x32.jpgcodemasters – PlayStation.Bloghttp://blog.us.playstation.com
3232Dirt Rally Out Today on PS4, Live Events Detailedhttp://blog.us.playstation.com/2016/04/05/dirt-rally-out-today-on-ps4-live-events-detailed/
http://blog.us.playstation.com/2016/04/05/dirt-rally-out-today-on-ps4-live-events-detailed/#commentsTue, 05 Apr 2016 13:30:30 +0000http://blog.us.playstation.com/?p=172139Hey guys! My name’s Darren Hayward and I’m a Senior Games Designer on Dirt Rally. One of my main responsibilities over the last couple of years has been working out the best way for you all to play online together. I thought I’d give you a rundown of the challenges that you’ll find waiting for you to celebrate the launch of Dirt Rally today on PS4.

Once you’ve found your feet in the game, grab your best set of Engineers, your fastest upgraded vehicles, and head over to Online Events — it’s where you’ll find all the top players hanging out in Dirt Rally. Here there’s a calendar of multiplayer rallies with each one populated by thousands of drivers like you from the Dirt community.

These rallies are all completed asynchronously, meaning you don’t need to be online at the same time as the other drivers. Just get your entry in before the end of the event and you’re good to go.

The headline feature for all of these events: there are no restarts. No restarts, no flashbacks, no second chances. Just like a real-life rally, every corner genuinely counts.

I know that might sound intimidating, but the thing to remember is that when you crash out (and you will, we all do), you still get to the end of the stage for a finish. In the worst cases when you fail to finish, there’s always the next event to get stuck into. We feel like this system gives each event a sense of permanence, increasing the tension but reinforcing the feeling that your actions have consequences.

If you’re still with me, I’ll break down the event types so you know what you’re up against.

Daily Events

We’ve tried to cater for all schedules with these events, whether you’re logging in for a quick 20-minute stage or an epic six-hour rally.

The Daily events are the former, giving you an opportunity to test drive cars in the game before you invest your hard-earned credits. Each day is a new car on a new stage, with just 24 hours to log your time. There’s no need to own the car, so there’s no excuse for not entering. If you stack it, like I said earlier, you can always come back tomorrow!

The Dirt Daily Live is a straightforward time-based rally featuring one car on one of the game’s 70+ stages. You’ll mostly be playing Rally, but RallyX and Hillclimb will both make an appearance once a week if you feel like dipping your toe in one of the other disciplines.

The Delta event is based on the community average time for the featured stage. You’ll need to beat that average to get the top rewards from this one, but barring a serious crash or spin you should be able to manage without too much trouble.

Wager Events are where we start toying with you a little bit. We won’t tell you the car or stage that you’re about to compete on, and we’ll ask for 100,000 CR up front as a stake. It’s then up to you to finish in one of the top tiers to make sure you get a return on your investment.

The Owner’s Club event is the only daily stage that requires you to own the featured vehicle. You’ll be rewarded for your trouble, with extra CR on offer. You’ll also be able to tune your car. You know, since it’s yours.

Weekly Events

The two Weekly rallies are both six stages long, but one is not like the other. One will be a reasonably forgiving event, around one location, with reasonable rewards. The other will be much more taxing, with either brutal weather conditions or six long stages around three countries. If you can finish, the CR rewards are very generous indeed.

We’ll be advertising the less punishing weekly rally through the PlayStation Events system, so be sure to drop by and register your interest each week. We’ll be looking for your screenshots on Twitter so check the event descriptions for more information.

Monthly Events

The Monthly event is the pinnacle of competition in Dirt Rally, requiring not just skill but also bottle and nerve. You’ll be up against an epic twentyfour stage rally that spans four countries around the globe. Remember these are still one shot events, so you’ll need to balance your push for the top spot against the risk of pushing too hard and having a rally-ending crash.

We’re really excited about these events, and they’ve proven popular for the Dirt community. We can’t wait for you to join us on PS4 and show us what you’re made of. Be sure to drop by our official console community — Dirty Gossip — and let us know how you’re getting on. You’ll find several members of the development team there, including me, to compare times with. You can see the latest events schedule on the official site.

Thanks for reading — I’ll be around to answer questions in the comments so let me know what you think.

Hey, PlayStation fans! It’s great to be back on the blog, and today I’m incredibly excited to bring you news of our latest game — Grid: Autosport on PS3.

Grid 2 raced off into a more narrative-led world with accessible controls, and it’s clear that for many of you that wasn’t what you wanted or expected from it. So with Grid: Autosport we had the opportunity to make a much more focused motorsport game, a desire that many of you have expressed directly to us, and a game that in spirit goes back to some of our earlier titles in terms of content and handling.

The Handling

As ever, our handling model has had a lot of effort put into it, and you’ll really notice the difference, we think, from Grid 2. For Grid: Autosport, we’ve gone back to a more authentic handling style. It’s definitely not a full simulation — we want it to be authentic, not clinical — but it’s more towards that end of the spectrum than before. If anything, we believe the handling is actually one or two steps further towards simulation than Race Driver: Grid, to give you an idea.

The Racing Disciplines

You’ll be hearing us talk about disciplines a lot as they make up another of the core foundations of the game. Disciplines are various types of motorsport, of which there are five within Grid: Autosport — each with its own unique style and feeling. A Touring Car race feels completely different to that of an Endurance or Open Wheel. It’s one of our key goals to capture the authenticity of each discipline in Grid: Autosport.

The Career

The single-player career in Grid: Autosport will allow you to become a professional racing driver. As you make progress you’ll be able to join and switch teams, fulfill sponsor demands, and beat rivals.

Racing with a teammate is back, and — at your request — he/she will now attack the cars ahead or defend his or her position.

The Racing Experience

When you take an authentic handling model, a great selection of cars, and a variety of racing disciplines, it still needs the racing experience to hold them all together. And in Grid: Autosport your racing experience revolves around the Paddock.

In the Paddock, you’ll be able to tune your car before the race. Tunable components include brake bias, differential, downforce, gears, ride height, and suspension at both the front and back. All of the cars in the game run great as “stock,” but the option to tune is there should you wish to get the car handling to your own preference. It’s also the place in which you’ll be able to take part in both practice and qualifying before a race.

Multiplayer

Powered by RaceNet, you’ll be able to join with friends to form Racing Clubs and race under team colors against other clubs in the community. Receive new challenges every week with the new and evolved Discipline Challenge; track your stats, including your complete vehicle history, and climb weekly with persistent leaderboards.

More Soon

We’re incredibly excited to lift the lid on Grid: Autosport, and we’re looking forward to the coming weeks when we get to show you more of the game. You won’t have to wait long to get your hands on it, as Grid: Autosport launches June 24th on PS3. We’ll see you on the track!

We’re going to start this blog post with a big F1 Classics reveal. We’ve been teasing a few details since announcement, but today we’re very happy to confirm the big names and legendary cars that will feature in F1 2013, plus the extra content you’ll find in F1 2013 Classic Edition.

F1 Classics is a fictional racing series that allows you to race F1 cars, drivers and circuits from the 1980s and 1990s. The teams are represented by two drivers, the original that raced in the team’s specific car and the team legend that has represented the team during a different era.

We’re incredibly excited to have 10 iconic world champions feature in F1 Classics including Michael Schumacher, Nigel Mansell and Alain Prost. Between those and the five F1 2013 champions they’ve won an incredible 29 World Driver’s Championships between them:

And let’s not forget about the classic circuits! You’ll be able to race all of those cars on Brands Hatch and Circuit De Jerez. F1 2013 Classic Edition owners will also have access to the legendary Estoril and Imola circuits too.

Today’s a good day to be an F1 fan as we’re not stopping there. For the past couple of days we’ve been asking you for your F1 2013 questions on Twitter and we’ve had them answered by the game’s Creative Director Steve Hood!

Which classic car from F1 2013 is most popular in the Codemasters offices and why? – _AJXSteve Hood: Hmm, good question! I honestly don’t believe there is a ‘most popular’. I for one love the 1999 Williams, the FW21. Sure, it wasn’t the fastest car but it not only sounds immense with its glorious V10 engine, but it drives so well. Special mention should also go to the black and gold Lotus 98T, the famous ’86 car. That looks amazing but that crazy turbo engine is hard to tame.

How will the classic content work – will it be races or time trial? – Dyldo77Steve Hood: There are Classic Races, online and offline. So you can play versus your friends or against the AI. In fact you can mix and match by adding AI opponents into an online race. You can also drive these Classic cars in Time Trial, Time Attack and another soon to be announced mode.

When racing against classic cars is it a full grid? – Darrengage666Steve Hood: The ’80s grid is made up of 10 cars and the ’90s grid of 12 cars.

Are the pit stops completely different for the classics cars – as in duration and the way they pit? – Sprat914Steve Hood: The pit-stops are unique to each era with distinct animations, pit-crew clothing and timing. It’s fair to say the teams became more efficient over the years!

Has the AI for online races/Co-Op season been tweaked in any way to prevent (majority of) crashes at the corners? – @JoshA_93Steve Hood: The system in our Formula One games is incredibly advanced for it has to deal with a great number of autonomous vehicles paired to distinct AI drivers. The speed at which decisions are made is crucial as is the number of decisions made. More effort has gone into improving it for this year and it’s now more adept at racing, let alone driving. It also deals with a variety of cars with very different characteristics – cars from the ’80s with low downforce and super-powerful engines through the ’90s era of grooved tyres up and into today’s highly efficient aero-monsters.

What will make F1 2013 different from the previous games? – @PhilipClappisonSteve Hood: No doubt the inclusion of Classic cars and tracks – this is the key differentiator for this year but beyond that the refinements to what we believe to be class leading weather (much better balance, stronger visuals) and AI systems (improved racing and car control). There’s also the updated calendar and team roster which will of course feature all the high profile moves (Hamilton to Mercedes etc.) and the return of the Nürburgring circuit.

Will we see cars experience technical failures in F1 2013? – @Square_DigitalSteve Hood: Technical failures can occur in terms of temporary DRS faults and the like but we do not include random terminal failures. We prefer the players driving style to influence bigger faults and we have that in mind for the future.

Does slipstreaming give the player more of an advantage in F1 2013 than F1 2012? – @HamiltonTheBestSteve Hood: The slipstream effect is better balanced this year though it’s nothing to the effect you’ll get from DRS which seems to dominate races today. Your car setup can determine the effectiveness of slipstream and DRS. Just the other day I managed to keep a chasing human player at bay down the straights with a very low aero setup. He didn’t have DRS at that time and slipstream wasn’t enough. The other way around I would probably have breezed past!

Have you included in-game saves? – @RobJenkins79Steve Hood: Yes! Finally I’m hoping more people will get to experience the magic that is a long race… the drama, strategy, the story come race end. It’s been too much to expect people to commit the time required to experience this in one sitting. The in-game save means you can save during practice, qualifying or race and come back when you are ready. Hurrah!

Is there a World Championship where you can use any driver and use the settings you want like F1 2011? – Jharrold1995Steve Hood: Grand Prix Mode returns in this year’s game so you can pick your hero driver and play out the full season calendar or one of your making.

We hope that the Q&A has revealed more about the game and its new features. If you have any other questions on F1 2013 feel free to post them.

]]>http://blog.us.playstation.com/2013/08/16/f1-2013-f1-classics-line-up-revealed-developer-qa/feed/16http://blog.us.playstation.com/wp-content/uploads/2013/08/f12013.jpg2.89Community Manager, Codemasters160Taking the Race Online with GRID 2’s Multiplayerhttp://blog.us.playstation.com/2013/04/11/taking-the-race-online-with-grid-2s-multiplayer/
http://blog.us.playstation.com/2013/04/11/taking-the-race-online-with-grid-2s-multiplayer/#commentsThu, 11 Apr 2013 16:32:14 +0000http://blog.us.playstation.com/?p=103971We’ve talked previously about World Series Racing and the single player experience of GRID 2 — now it’s time to talk multiplayer.

Multiplayer in GRID 2 is big. Bigger than anything we’ve done before. More depth, more choice, more progression… but before we get to the BIG details, we’ll just chuck in a little reminder that you can play in two-player split-screen across our game modes. It’s old school, and we love it.

GRID 2 utilizes a multiplayer system that is completely separate to the single player portion of the game. We want to bring the best of online gaming to the racing genre and a dedicated, distinct game is the only way we could achieve what we wanted.

As you progress you’ll be able to earn XP and cash, which will allow you to purchase cars and upgrades, and you’ll constantly have new challenges and rivals. You’ll also be able to showcase your individuality by customising and modifying your cars. With over six billion possible combinations to choose from, you’ll certainly stand out on the grid.

The Clean vs. The Dirty

Naturally these two types of racers don’t get on very well, it’s the Cats vs. Dogs of the racing world and as such our matchmaking system aims to separate the two. What this means is that players who prefer a clean race are more likely to find sessions with one another while those who enjoy trading paint will be grouped together.

The Beating Heart of GRID 2

At the heart of our multiplayer system is RaceNet, our Community hub that tracks your Codemasters Racing career. It’s here where you’ll find all the Community stats and leaderboards — you’ll even be able to earn awards. But it goes way beyond tracking your progress: loads of new features launch with RaceNet and GRID 2 as it becomes fully integrated into the game.

RaceNet Rivals is a new way for you to challenge players. You’ll have three different types to conquer:

Weekly – Picked at random for you to compete against

Social – Picked from your friends or players you’ve raced against previously.

Custom – Pick someone based on your own parameters, re-ignite passed rivalries, make new ones.

Think big… Global Challenge is a brand new asynchronous game mode where your rivalries will spark into life and become as heated as ever. Compete against rivals and earn XP, Cash and RaceNet followers, even if they aren’t online – hit them where it hurts. You’ll be able to track your Global Challenge progress both in game and online via the RaceNet website. RaceNet is, of course, free, and you can get your account ready if you don’t already have one by visiting www.racenet.com.

The Game Modes

No multiplayer system is complete without a range of game modes. GRID 2 will have you covered, regardless of which discipline of racing you enjoy. Take part in Endurance, Drift, Touge, Checkpoint, face off, Time Attack, Overtake, Power Lap and of course… Race (including LiveRoutes on our city tracks).

Record Those Special Memories

You know the deal, you overtake a friend on the last corner, watch a rival spin out (and do a barrel roll) with just one lap to go or the whole grid comes together in one almighty first corner pile up. It’s moments like these that you just want to share and with the return of our YouTube functionality, you’ll be able to upload your favourite clips directly from within the game straight to YouTube and RaceNet.

We’re just weeks away from GRID 2’s May 28th release — we can’t wait to see you on the track.

]]>http://blog.us.playstation.com/2013/04/11/taking-the-race-online-with-grid-2s-multiplayer/feed/24http://blog.us.playstation.com/wp-content/uploads/2013/02/grid2.jpg3.65Codemasters244F1 Race Stars Gives the F1 Experience a Karting Makeoverhttp://blog.us.playstation.com/2012/11/13/f1-race-stars-gives-the-f1-experience-a-karting-makeover/
http://blog.us.playstation.com/2012/11/13/f1-race-stars-gives-the-f1-experience-a-karting-makeover/#commentsTue, 13 Nov 2012 18:13:23 +0000http://blog.us.playstation.com/?p=90365Codemasters are well known for creating racing games with lots of depth, and in many ways our brief for F1 Race Stars (out on PS3November 20th today) was no different. When designing the game’s structure we intended to provide ongoing variety as crucially as the instant appeal you’d expect from a “karting” game.
Firstly, along with the typical race event, we have introduced a host of other modes of racing. There are eight in total, each requiring unique skills and strategy -- some will feel instantly familiar to gamers, and some will feel entirely fresh and unique.
For example, we've introduced Refuel mode - based on the principles of fuel strategy in F1, where fuel re-stocks are placed around the track, but carrying less fuel means more speed. Or Trophy Chase mode, a smash and grab event where players collect trophies, found both on the track and stolen from other drivers.]]>

Codemasters are well known for creating racing games with lots of depth, and in many ways our brief for F1 Race Stars (out on PS3November 20th today) was no different. When designing the game’s structure we intended to provide ongoing variety as crucially as the instant appeal you’d expect from a “karting” game.

Firstly, along with the typical race event, we have introduced a host of other modes of racing. There are eight in total, each requiring unique skills and strategy — some will feel instantly familiar to gamers, and some will feel entirely fresh and unique.

For example, we’ve introduced Refuel mode – based on the principles of fuel strategy in F1, where fuel re-stocks are placed around the track, but carrying less fuel means more speed. Or Trophy Chase mode, a smash and grab event where players collect trophies, found both on the track and stolen from other drivers. Gamers should feel instantly at home with other modes such as Sector Snatch mode, where players can own sectors of each track by setting the fastest split time though it, or racing in a classic Elimination mode.

Modifiers can be applied onto any of these eight race modes to really mix things up. For instance, Flip Flop handicaps whoever is currently leading the pack by reversing their controls, Project Orion gives drivers unlimited boost from boost pads until they let go of the accelerator, and then there’s the classic Mirror Mode which flips the track left-to-right.

And even on top of that, events are wholly configurable. You can set the cars’ damage mechanics, which power-ups are included in the event’s roster, and even whether you wish to play in teams.

From these simple tools, events can be generated to suit all moods and scenarios. For example, sliding around a wet Brazil trying to smash and grab trophies with the Monsoon modifier applied is great party gaming. Or choosing Fragile cars that take damage from all collisions, with No Power-Ups on Monaco presents the ultimate pure driving skill challenge. Various combinations are available in the game’s Career mode, but it only gives a taste of what’s on offer. Putting all of these options in the players’ hands, they can experiment and tailor the gaming experience to suit them – and maybe even show us designers up for creativity.

]]>http://blog.us.playstation.com/2012/11/13/f1-race-stars-gives-the-f1-experience-a-karting-makeover/feed/18http://blog.us.playstation.com/wp-content/uploads/2012/11/8180593559_e31754c42e_o.jpg3.51Game Designer, Codemasters182Buckle Up: F1 2012 Demo Hits PSN Todayhttp://blog.us.playstation.com/2012/09/11/buckle-up-f1-2012-demo-hits-psn-today/
http://blog.us.playstation.com/2012/09/11/buckle-up-f1-2012-demo-hits-psn-today/#commentsTue, 11 Sep 2012 14:00:45 +0000http://blog.us.playstation.com/?p=84609like Perez did last weekend we’ll be impressed!
One small note: the game’s toughest A.I. difficulty does not feature in the demo. The Legend A.I. option can be accessed in the Career and Quick Race modes, both available in the main game. Let us know how difficult you find Season Challenge on hard.
Of course, the demo is just a taste of what’s to come – F1 2012 offers a host of improvements over F1 2011, including fully localized weather, lap tutorials, season challenge, and the mighty Champions Mode.]]>

Hello, PlayStation fans. We at Codemasters are happy to announce that the F1 2012 demo will be available later today on PSN!

The demo contains a taste of two awesome new F1 2012 features. First, we have the Young Driver Test, a real life event that can determine your F1 career. We also have Season Challenge mode’s first race at Monza — let us know your fastest lap on that one. If you race like Perez did last weekend we’ll be impressed!

One small note: the game’s toughest A.I. difficulty does not feature in the demo. The Legend A.I. option can be accessed in the Career and Quick Race modes, both available in the main game. Let us know how difficult you find Season Challenge on hard.

Of course, the demo is just a taste of what’s to come – F1 2012 offers a host of improvements over F1 2011, including fully localized weather, lap tutorials, season challenge, and the mighty Champions Mode. This mode sees you battling it out against the six world champions – Kimi Räikkönen, Lewis Hamilton, Jenson Button, Fernando Alonso, Sebastian Vettel and Michael Schumacher. Each challenge faces you off against one of the champions in a mid-race situation, (finishing a wet race with dry tyres anyone?). Beat them all and become the ultimate F1 driver!

With the inaugural 2012 Formula 1 United States Grand Prix taking place in November, and F1 2012 launching September 18th, there’ll be plenty of time to familiarize yourself with this new circuit. So download the demo on PSN, and let us know what you think in the comments below. If you fancy winning some F1 2012 goodies, post your Monza lap times (with proof) and we’ll send out a prize for the quickest time!

]]>http://blog.us.playstation.com/2012/09/11/buckle-up-f1-2012-demo-hits-psn-today/feed/29http://blog.us.playstation.com/wp-content/uploads/2012/09/LEAD_f1.jpg3.69Community Manager, Codemasters293Introducing DiRT Showdown for PS3http://blog.us.playstation.com/2011/12/12/introducing-dirt-showdown-for-ps3/
http://blog.us.playstation.com/2011/12/12/introducing-dirt-showdown-for-ps3/#commentsMon, 12 Dec 2011 20:58:53 +0000http://blog.us.playstation.com/?p=65852PS3 in May 2012, and is brought to you by the same team that brought you the other titles in the award-winning DiRT series. The game combines pick-up-and-play controls with electrifying events, frenzied crowds, and stunning graphics to deliver high-octane, dive in and drive thrills straight from the first event. The game’s going to feature three main disciplines built around the pillars of speed, style and destruction. To help illustrate what I’m talking about, here’s a broad breakdown of the three disciplines in question.
]]>We’re very excited to be able to reveal to you the latest title in our award-winning DiRT series: DiRT Showdown! Before I tell you a bit more about the game, take a look at our newly released announcement trailer to give you an idea of the kind of high-octane action you can expect to see in the game.

DiRT Showdown is due out on PS3 in May 2012, and is brought to you by the same team that brought you the other titles in the award-winning DiRT series. The game combines pick-up-and-play controls with electrifying events, frenzied crowds, and stunning graphics to deliver high-octane, dive in and drive thrills straight from the first event. The game’s going to feature three main disciplines built around the pillars of speed, style and destruction. To help illustrate what I’m talking about, here’s a broad breakdown of the three disciplines in question.

No holds barred racing events: Trade paint and use nitrous to blast past rivals in DiRT Showdown’s racing modes. Courses are littered with obstacles, pinch points, multiple-routes and ramps to deliver adrenaline-fuelled racing across spectacular courses, where players are encouraged to do whatever it takes to get over the finish line in first place.

Edge of Control Hoonigan Events: A new accessible trick mechanic lets you go wild in free-roaming, freestyle stunt parks. Gymkhana has been taken to the next level in our Joyride compounds flooded with obstacles and challenges. Hoon your car around trick runs, competitive stunt events and exploration challenges.

When designing DiRT Showdown the team researched in great detail what players look for most in racing games. What the team discovered is the things that a lot of racers look for is the rush of going at high speed, pulling off slick and stylish moves, and the thrill of the crash and the resultant destruction on your car. To give gamers what they want in DiRT Showdown, we’re offering Race modes, Hoonigan modes and Demolition Derby modes. However these modes don’t run in isolation from one another, we want you to feel as though you’re part of an action sports extravaganza, putting on the best show in town. We’ve taken to calling it a ‘Theatre of Racing’, with YOU as the star driver and main attraction.

Well I hope that’s informed you a little regarding what DiRT Showdown is all about, and I’ll be back at some point in the near future to let you know more about the game. However if anyone has any questions then please just let me know in the comments. Where possible I’ll try to reply, but obviously at this stage in the games development I won’t be able to answer everything about the game!

Finally, if you like what you saw and want to follow the development of the game more closely and get access to exclusive DiRT Showdown related competitions and giveaways, then you can either ‘like’ us on Facebook, or follow us on Twitter.

Here at Codemasters we’re working hard on Operation Flashpoint Red River. In Red River players embark on a full expeditionary campaign set in the remote and beautiful country of Tajikistan, bordered by China and Afghanistan. A fictional conflict with contemporary geopolitical themes unfolding over three distinct acts, presenting unique challenges which can be experienced in both single player and co-operatively by up to four players online. Dispensing with corny heroics, corridor gun-play and unrealistic set pieces, players deploy real life tactics in a range of new scenarios and against new enemies.

Whether you enjoy sitting down and playing through a compelling storyline, or brutally pushing through the enemy insurgents in a bit of co-op, it’s always satisfying seeing that little popup that lets you know you’ve just unlocked a Trophy. Trophies are your badge of honour, given for performing your best, proof of just how good you are at any given game. So who better to give them a clever name than you, the players! We’d like to get the PlayStation community to put their thinking caps on and name one of our Trophies. The winner not only gets the bragging rights behind the name, but also wins an exclusive t-shirt and a copy of Operation Flashpoint Red River at launch.

Taking part is simple! First think of a cool name for the following Trophy:

“Destroy an enemy vehicle with the FIM-92 Anti Aircraft Weapon”

Then, just head over to the Red River Facebook page and leave a comment with your suggestions before the 17th November. Sion Lenton, Creative Director on Red River, will be sifting through your comments for the most imaginative names, so start thinking! We can’t wait to see what you come up with!

Make sure you don’t miss out on the latest Operation Flashpoint Red River news by following us on Twitter and Facebook.